Files
2013-10-10 16:29:35 -05:00

3029 lines
89 KiB
JavaScript

/*
Copyright 2013 Drifty Co.
http://drifty.com/
Ionic - an amazing HTML5 mobile app framework.
http://ionicframework.com/
By @maxlynch, @helloimben, @adamdbradley <3
Licensed under the MIT license. Please see LICENSE for more information.
*/
;
// Create namespaces
window.ionic = {
controllers: {},
views: {}
};
;
(function(ionic) {
ionic.Animator = {
animate: function(element, className, fn) {
return {
leave: function() {
var endFunc = function() {
console.log('Animation finished for element', element);
element.classList.remove('leave');
element.classList.remove('leave-active');
element.removeEventListener('webkitTransitionEnd', endFunc);
element.removeEventListener('transitionEnd', endFunc);
};
element.addEventListener('webkitTransitionEnd', endFunc);
element.addEventListener('transitionEnd', endFunc);
element.classList.add('leave');
element.classList.add('leave-active');
return this;
},
enter: function() {
var endFunc = function() {
console.log('Animation finished for element', element);
element.classList.remove('enter');
element.classList.remove('enter-active');
element.removeEventListener('webkitTransitionEnd', endFunc);
element.removeEventListener('transitionEnd', endFunc);
};
element.addEventListener('webkitTransitionEnd', endFunc);
element.addEventListener('transitionEnd', endFunc);
element.classList.add('enter');
element.classList.add('enter-active');
return this;
}
};
}
};
})(ionic);
;
/**
* ion-events.js
*
* Author: Max Lynch <max@drifty.com>
*
* Framework events handles various mobile browser events, and
* detects special events like tap/swipe/etc. and emits them
* as custom events that can be used in an app.
*
* Portions lovingly adapted from github.com/maker/ratchet and github.com/alexgibson/tap.js - thanks guys!
*/
(function(ionic) {
ionic.EventController = {
VIRTUALIZED_EVENTS: ['tap', 'swipe', 'swiperight', 'swipeleft', 'drag', 'hold', 'release'],
// Trigger a new event
trigger: function(eventType, data) {
// TODO: Do we need to use the old-school createEvent stuff?
var event = new CustomEvent(eventType, data);
// Make sure to trigger the event on the given target, or dispatch it from
// the window if we don't have an event target
data && data.target && data.target.dispatchEvent(event) || window.dispatchEvent(event);
},
// Bind an event
on: function(type, callback, element) {
var e = element || window;
// Bind a gesture if it's a virtual event
for(var i = 0, j = this.VIRTUALIZED_EVENTS.length; i < j; i++) {
if(type == this.VIRTUALIZED_EVENTS[i]) {
var gesture = new ionic.Gesture(element);
gesture.on(type, callback);
return gesture;
}
}
// Otherwise bind a normal event
e.addEventListener(type, callback);
},
off: function(type, callback, element) {
element.removeEventListener(type, callback);
},
// Register for a new gesture event on the given element
onGesture: function(type, callback, element) {
var gesture = new ionic.Gesture(element);
gesture.on(type, callback);
return gesture;
},
// Unregister a previous gesture event
offGesture: function(gesture, type, callback) {
gesture.off(type, callback);
},
// // With a click event, we need to check the target
// // and if it's an internal target that doesn't want
// // a click, cancel it
// handleClick: function(e) {
// var target = e.target;
// if(ionic.Gestures.HAS_TOUCHEVENTS) {
// // We don't allow any clicks on mobile
// e.preventDefault();
// return false;
// }
// if (
// ! target
// || e.which > 1
// || e.metaKey
// || e.ctrlKey
// //|| isScrolling
// // || location.protocol !== target.protocol
// // || location.host !== target.host
// // // Not sure abotu this one
// // //|| !target.hash && /#/.test(target.href)
// // || target.hash && target.href.replace(target.hash, '') === location.href.replace(location.hash, '')
// //|| target.getAttribute('data-ignore') == 'push'
// ) {
// // Allow it
// return;
// }
// // We need to cancel this one
// e.preventDefault();
// },
handlePopState: function(event) {
console.log("EVENT: popstate", event);
},
};
// Map some convenient top-level functions for event handling
ionic.on = function() { ionic.EventController.on.apply(ionic.EventController, arguments); }
ionic.off = function() { ionic.EventController.off.apply(ionic.EventController, arguments); }
ionic.trigger = function() { ionic.EventController.trigger.apply(ionic.EventController.trigger, arguments); }
ionic.onGesture = function() { ionic.EventController.onGesture.apply(ionic.EventController.onGesture, arguments); }
ionic.offGesture = function() { ionic.EventController.offGesture.apply(ionic.EventController.offGesture, arguments); }
// DISABLING FOR NOW. THE TAP CODE AT THE EXT LEVEL SHOULD BE DOING THIS
// Set up various listeners
//window.addEventListener('click', ionic.EventController.handleClick);
})(window.ionic);
;
/**
* Simple gesture controllers with some common gestures that emit
* gesture events.
*
* Ported from github.com/EightMedia/ionic.Gestures.js - thanks!
*/
(function(ionic) {
/**
* ionic.Gestures
* use this to create instances
* @param {HTMLElement} element
* @param {Object} options
* @returns {ionic.Gestures.Instance}
* @constructor
*/
ionic.Gesture = function(element, options) {
return new ionic.Gestures.Instance(element, options || {});
};
ionic.Gestures = {};
// default settings
ionic.Gestures.defaults = {
// add styles and attributes to the element to prevent the browser from doing
// its native behavior. this doesnt prevent the scrolling, but cancels
// the contextmenu, tap highlighting etc
// set to false to disable this
stop_browser_behavior: {
// this also triggers onselectstart=false for IE
userSelect: 'none',
// this makes the element blocking in IE10 >, you could experiment with the value
// see for more options this issue; https://github.com/EightMedia/hammer.js/issues/241
touchAction: 'none',
touchCallout: 'none',
contentZooming: 'none',
userDrag: 'none',
tapHighlightColor: 'rgba(0,0,0,0)'
}
// more settings are defined per gesture at gestures.js
};
// detect touchevents
ionic.Gestures.HAS_POINTEREVENTS = window.navigator.pointerEnabled || window.navigator.msPointerEnabled;
ionic.Gestures.HAS_TOUCHEVENTS = ('ontouchstart' in window);
// dont use mouseevents on mobile devices
ionic.Gestures.MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android|silk/i;
ionic.Gestures.NO_MOUSEEVENTS = ionic.Gestures.HAS_TOUCHEVENTS && window.navigator.userAgent.match(ionic.Gestures.MOBILE_REGEX);
// eventtypes per touchevent (start, move, end)
// are filled by ionic.Gestures.event.determineEventTypes on setup
ionic.Gestures.EVENT_TYPES = {};
// direction defines
ionic.Gestures.DIRECTION_DOWN = 'down';
ionic.Gestures.DIRECTION_LEFT = 'left';
ionic.Gestures.DIRECTION_UP = 'up';
ionic.Gestures.DIRECTION_RIGHT = 'right';
// pointer type
ionic.Gestures.POINTER_MOUSE = 'mouse';
ionic.Gestures.POINTER_TOUCH = 'touch';
ionic.Gestures.POINTER_PEN = 'pen';
// touch event defines
ionic.Gestures.EVENT_START = 'start';
ionic.Gestures.EVENT_MOVE = 'move';
ionic.Gestures.EVENT_END = 'end';
// hammer document where the base events are added at
ionic.Gestures.DOCUMENT = window.document;
// plugins namespace
ionic.Gestures.plugins = {};
// if the window events are set...
ionic.Gestures.READY = false;
/**
* setup events to detect gestures on the document
*/
function setup() {
if(ionic.Gestures.READY) {
return;
}
// find what eventtypes we add listeners to
ionic.Gestures.event.determineEventTypes();
// Register all gestures inside ionic.Gestures.gestures
for(var name in ionic.Gestures.gestures) {
if(ionic.Gestures.gestures.hasOwnProperty(name)) {
ionic.Gestures.detection.register(ionic.Gestures.gestures[name]);
}
}
// Add touch events on the document
ionic.Gestures.event.onTouch(ionic.Gestures.DOCUMENT, ionic.Gestures.EVENT_MOVE, ionic.Gestures.detection.detect);
ionic.Gestures.event.onTouch(ionic.Gestures.DOCUMENT, ionic.Gestures.EVENT_END, ionic.Gestures.detection.detect);
// ionic.Gestures is ready...!
ionic.Gestures.READY = true;
}
/**
* create new hammer instance
* all methods should return the instance itself, so it is chainable.
* @param {HTMLElement} element
* @param {Object} [options={}]
* @returns {ionic.Gestures.Instance}
* @constructor
*/
ionic.Gestures.Instance = function(element, options) {
var self = this;
// A null element was passed into the instance, which means
// whatever lookup was done to find this element failed to find it
// so we can't listen for events on it.
if(element === null) {
console.error('Null element passed to gesture (element does not exist). Not listening for gesture');
return;
}
// setup ionic.GesturesJS window events and register all gestures
// this also sets up the default options
setup();
this.element = element;
// start/stop detection option
this.enabled = true;
// merge options
this.options = ionic.Gestures.utils.extend(
ionic.Gestures.utils.extend({}, ionic.Gestures.defaults),
options || {});
// add some css to the element to prevent the browser from doing its native behavoir
if(this.options.stop_browser_behavior) {
ionic.Gestures.utils.stopDefaultBrowserBehavior(this.element, this.options.stop_browser_behavior);
}
// start detection on touchstart
ionic.Gestures.event.onTouch(element, ionic.Gestures.EVENT_START, function(ev) {
if(self.enabled) {
ionic.Gestures.detection.startDetect(self, ev);
}
});
// return instance
return this;
};
ionic.Gestures.Instance.prototype = {
/**
* bind events to the instance
* @param {String} gesture
* @param {Function} handler
* @returns {ionic.Gestures.Instance}
*/
on: function onEvent(gesture, handler){
var gestures = gesture.split(' ');
for(var t=0; t<gestures.length; t++) {
this.element.addEventListener(gestures[t], handler, false);
}
return this;
},
/**
* unbind events to the instance
* @param {String} gesture
* @param {Function} handler
* @returns {ionic.Gestures.Instance}
*/
off: function offEvent(gesture, handler){
var gestures = gesture.split(' ');
for(var t=0; t<gestures.length; t++) {
this.element.removeEventListener(gestures[t], handler, false);
}
return this;
},
/**
* trigger gesture event
* @param {String} gesture
* @param {Object} eventData
* @returns {ionic.Gestures.Instance}
*/
trigger: function triggerEvent(gesture, eventData){
// create DOM event
var event = ionic.Gestures.DOCUMENT.createEvent('Event');
event.initEvent(gesture, true, true);
event.gesture = eventData;
// trigger on the target if it is in the instance element,
// this is for event delegation tricks
var element = this.element;
if(ionic.Gestures.utils.hasParent(eventData.target, element)) {
element = eventData.target;
}
element.dispatchEvent(event);
return this;
},
/**
* enable of disable hammer.js detection
* @param {Boolean} state
* @returns {ionic.Gestures.Instance}
*/
enable: function enable(state) {
this.enabled = state;
return this;
}
};
/**
* this holds the last move event,
* used to fix empty touchend issue
* see the onTouch event for an explanation
* @type {Object}
*/
var last_move_event = null;
/**
* when the mouse is hold down, this is true
* @type {Boolean}
*/
var enable_detect = false;
/**
* when touch events have been fired, this is true
* @type {Boolean}
*/
var touch_triggered = false;
ionic.Gestures.event = {
/**
* simple addEventListener
* @param {HTMLElement} element
* @param {String} type
* @param {Function} handler
*/
bindDom: function(element, type, handler) {
var types = type.split(' ');
for(var t=0; t<types.length; t++) {
element.addEventListener(types[t], handler, false);
}
},
/**
* touch events with mouse fallback
* @param {HTMLElement} element
* @param {String} eventType like ionic.Gestures.EVENT_MOVE
* @param {Function} handler
*/
onTouch: function onTouch(element, eventType, handler) {
var self = this;
this.bindDom(element, ionic.Gestures.EVENT_TYPES[eventType], function bindDomOnTouch(ev) {
var sourceEventType = ev.type.toLowerCase();
// onmouseup, but when touchend has been fired we do nothing.
// this is for touchdevices which also fire a mouseup on touchend
if(sourceEventType.match(/mouse/) && touch_triggered) {
return;
}
// mousebutton must be down or a touch event
else if( sourceEventType.match(/touch/) || // touch events are always on screen
sourceEventType.match(/pointerdown/) || // pointerevents touch
(sourceEventType.match(/mouse/) && ev.which === 1) // mouse is pressed
){
enable_detect = true;
}
// mouse isn't pressed
else if(sourceEventType.match(/mouse/) && ev.which !== 1) {
enable_detect = false;
}
// we are in a touch event, set the touch triggered bool to true,
// this for the conflicts that may occur on ios and android
if(sourceEventType.match(/touch|pointer/)) {
touch_triggered = true;
}
// count the total touches on the screen
var count_touches = 0;
// when touch has been triggered in this detection session
// and we are now handling a mouse event, we stop that to prevent conflicts
if(enable_detect) {
// update pointerevent
if(ionic.Gestures.HAS_POINTEREVENTS && eventType != ionic.Gestures.EVENT_END) {
count_touches = ionic.Gestures.PointerEvent.updatePointer(eventType, ev);
}
// touch
else if(sourceEventType.match(/touch/)) {
count_touches = ev.touches.length;
}
// mouse
else if(!touch_triggered) {
count_touches = sourceEventType.match(/up/) ? 0 : 1;
}
// if we are in a end event, but when we remove one touch and
// we still have enough, set eventType to move
if(count_touches > 0 && eventType == ionic.Gestures.EVENT_END) {
eventType = ionic.Gestures.EVENT_MOVE;
}
// no touches, force the end event
else if(!count_touches) {
eventType = ionic.Gestures.EVENT_END;
}
// store the last move event
if(count_touches || last_move_event === null) {
last_move_event = ev;
}
// trigger the handler
handler.call(ionic.Gestures.detection, self.collectEventData(element, eventType, self.getTouchList(last_move_event, eventType), ev));
// remove pointerevent from list
if(ionic.Gestures.HAS_POINTEREVENTS && eventType == ionic.Gestures.EVENT_END) {
count_touches = ionic.Gestures.PointerEvent.updatePointer(eventType, ev);
}
}
//debug(sourceEventType +" "+ eventType);
// on the end we reset everything
if(!count_touches) {
last_move_event = null;
enable_detect = false;
touch_triggered = false;
ionic.Gestures.PointerEvent.reset();
}
});
},
/**
* we have different events for each device/browser
* determine what we need and set them in the ionic.Gestures.EVENT_TYPES constant
*/
determineEventTypes: function determineEventTypes() {
// determine the eventtype we want to set
var types;
// pointerEvents magic
if(ionic.Gestures.HAS_POINTEREVENTS) {
types = ionic.Gestures.PointerEvent.getEvents();
}
// on Android, iOS, blackberry, windows mobile we dont want any mouseevents
else if(ionic.Gestures.NO_MOUSEEVENTS) {
types = [
'touchstart',
'touchmove',
'touchend touchcancel'];
}
// for non pointer events browsers and mixed browsers,
// like chrome on windows8 touch laptop
else {
types = [
'touchstart mousedown',
'touchmove mousemove',
'touchend touchcancel mouseup'];
}
ionic.Gestures.EVENT_TYPES[ionic.Gestures.EVENT_START] = types[0];
ionic.Gestures.EVENT_TYPES[ionic.Gestures.EVENT_MOVE] = types[1];
ionic.Gestures.EVENT_TYPES[ionic.Gestures.EVENT_END] = types[2];
},
/**
* create touchlist depending on the event
* @param {Object} ev
* @param {String} eventType used by the fakemultitouch plugin
*/
getTouchList: function getTouchList(ev/*, eventType*/) {
// get the fake pointerEvent touchlist
if(ionic.Gestures.HAS_POINTEREVENTS) {
return ionic.Gestures.PointerEvent.getTouchList();
}
// get the touchlist
else if(ev.touches) {
return ev.touches;
}
// make fake touchlist from mouse position
else {
ev.indentifier = 1;
return [ev];
}
},
/**
* collect event data for ionic.Gestures js
* @param {HTMLElement} element
* @param {String} eventType like ionic.Gestures.EVENT_MOVE
* @param {Object} eventData
*/
collectEventData: function collectEventData(element, eventType, touches, ev) {
// find out pointerType
var pointerType = ionic.Gestures.POINTER_TOUCH;
if(ev.type.match(/mouse/) || ionic.Gestures.PointerEvent.matchType(ionic.Gestures.POINTER_MOUSE, ev)) {
pointerType = ionic.Gestures.POINTER_MOUSE;
}
return {
center : ionic.Gestures.utils.getCenter(touches),
timeStamp : new Date().getTime(),
target : ev.target,
touches : touches,
eventType : eventType,
pointerType : pointerType,
srcEvent : ev,
/**
* prevent the browser default actions
* mostly used to disable scrolling of the browser
*/
preventDefault: function() {
if(this.srcEvent.preventManipulation) {
this.srcEvent.preventManipulation();
}
if(this.srcEvent.preventDefault) {
this.srcEvent.preventDefault();
}
},
/**
* stop bubbling the event up to its parents
*/
stopPropagation: function() {
this.srcEvent.stopPropagation();
},
/**
* immediately stop gesture detection
* might be useful after a swipe was detected
* @return {*}
*/
stopDetect: function() {
return ionic.Gestures.detection.stopDetect();
}
};
}
};
ionic.Gestures.PointerEvent = {
/**
* holds all pointers
* @type {Object}
*/
pointers: {},
/**
* get a list of pointers
* @returns {Array} touchlist
*/
getTouchList: function() {
var self = this;
var touchlist = [];
// we can use forEach since pointerEvents only is in IE10
Object.keys(self.pointers).sort().forEach(function(id) {
touchlist.push(self.pointers[id]);
});
return touchlist;
},
/**
* update the position of a pointer
* @param {String} type ionic.Gestures.EVENT_END
* @param {Object} pointerEvent
*/
updatePointer: function(type, pointerEvent) {
if(type == ionic.Gestures.EVENT_END) {
this.pointers = {};
}
else {
pointerEvent.identifier = pointerEvent.pointerId;
this.pointers[pointerEvent.pointerId] = pointerEvent;
}
return Object.keys(this.pointers).length;
},
/**
* check if ev matches pointertype
* @param {String} pointerType ionic.Gestures.POINTER_MOUSE
* @param {PointerEvent} ev
*/
matchType: function(pointerType, ev) {
if(!ev.pointerType) {
return false;
}
var types = {};
types[ionic.Gestures.POINTER_MOUSE] = (ev.pointerType == ev.MSPOINTER_TYPE_MOUSE || ev.pointerType == ionic.Gestures.POINTER_MOUSE);
types[ionic.Gestures.POINTER_TOUCH] = (ev.pointerType == ev.MSPOINTER_TYPE_TOUCH || ev.pointerType == ionic.Gestures.POINTER_TOUCH);
types[ionic.Gestures.POINTER_PEN] = (ev.pointerType == ev.MSPOINTER_TYPE_PEN || ev.pointerType == ionic.Gestures.POINTER_PEN);
return types[pointerType];
},
/**
* get events
*/
getEvents: function() {
return [
'pointerdown MSPointerDown',
'pointermove MSPointerMove',
'pointerup pointercancel MSPointerUp MSPointerCancel'
];
},
/**
* reset the list
*/
reset: function() {
this.pointers = {};
}
};
ionic.Gestures.utils = {
/**
* extend method,
* also used for cloning when dest is an empty object
* @param {Object} dest
* @param {Object} src
* @parm {Boolean} merge do a merge
* @returns {Object} dest
*/
extend: function extend(dest, src, merge) {
for (var key in src) {
if(dest[key] !== undefined && merge) {
continue;
}
dest[key] = src[key];
}
return dest;
},
/**
* find if a node is in the given parent
* used for event delegation tricks
* @param {HTMLElement} node
* @param {HTMLElement} parent
* @returns {boolean} has_parent
*/
hasParent: function(node, parent) {
while(node){
if(node == parent) {
return true;
}
node = node.parentNode;
}
return false;
},
/**
* get the center of all the touches
* @param {Array} touches
* @returns {Object} center
*/
getCenter: function getCenter(touches) {
var valuesX = [], valuesY = [];
for(var t= 0,len=touches.length; t<len; t++) {
valuesX.push(touches[t].pageX);
valuesY.push(touches[t].pageY);
}
return {
pageX: ((Math.min.apply(Math, valuesX) + Math.max.apply(Math, valuesX)) / 2),
pageY: ((Math.min.apply(Math, valuesY) + Math.max.apply(Math, valuesY)) / 2)
};
},
/**
* calculate the velocity between two points
* @param {Number} delta_time
* @param {Number} delta_x
* @param {Number} delta_y
* @returns {Object} velocity
*/
getVelocity: function getVelocity(delta_time, delta_x, delta_y) {
return {
x: Math.abs(delta_x / delta_time) || 0,
y: Math.abs(delta_y / delta_time) || 0
};
},
/**
* calculate the angle between two coordinates
* @param {Touch} touch1
* @param {Touch} touch2
* @returns {Number} angle
*/
getAngle: function getAngle(touch1, touch2) {
var y = touch2.pageY - touch1.pageY,
x = touch2.pageX - touch1.pageX;
return Math.atan2(y, x) * 180 / Math.PI;
},
/**
* angle to direction define
* @param {Touch} touch1
* @param {Touch} touch2
* @returns {String} direction constant, like ionic.Gestures.DIRECTION_LEFT
*/
getDirection: function getDirection(touch1, touch2) {
var x = Math.abs(touch1.pageX - touch2.pageX),
y = Math.abs(touch1.pageY - touch2.pageY);
if(x >= y) {
return touch1.pageX - touch2.pageX > 0 ? ionic.Gestures.DIRECTION_LEFT : ionic.Gestures.DIRECTION_RIGHT;
}
else {
return touch1.pageY - touch2.pageY > 0 ? ionic.Gestures.DIRECTION_UP : ionic.Gestures.DIRECTION_DOWN;
}
},
/**
* calculate the distance between two touches
* @param {Touch} touch1
* @param {Touch} touch2
* @returns {Number} distance
*/
getDistance: function getDistance(touch1, touch2) {
var x = touch2.pageX - touch1.pageX,
y = touch2.pageY - touch1.pageY;
return Math.sqrt((x*x) + (y*y));
},
/**
* calculate the scale factor between two touchLists (fingers)
* no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out
* @param {Array} start
* @param {Array} end
* @returns {Number} scale
*/
getScale: function getScale(start, end) {
// need two fingers...
if(start.length >= 2 && end.length >= 2) {
return this.getDistance(end[0], end[1]) /
this.getDistance(start[0], start[1]);
}
return 1;
},
/**
* calculate the rotation degrees between two touchLists (fingers)
* @param {Array} start
* @param {Array} end
* @returns {Number} rotation
*/
getRotation: function getRotation(start, end) {
// need two fingers
if(start.length >= 2 && end.length >= 2) {
return this.getAngle(end[1], end[0]) -
this.getAngle(start[1], start[0]);
}
return 0;
},
/**
* boolean if the direction is vertical
* @param {String} direction
* @returns {Boolean} is_vertical
*/
isVertical: function isVertical(direction) {
return (direction == ionic.Gestures.DIRECTION_UP || direction == ionic.Gestures.DIRECTION_DOWN);
},
/**
* stop browser default behavior with css props
* @param {HtmlElement} element
* @param {Object} css_props
*/
stopDefaultBrowserBehavior: function stopDefaultBrowserBehavior(element, css_props) {
var prop,
vendors = ['webkit','khtml','moz','Moz','ms','o',''];
if(!css_props || !element.style) {
return;
}
// with css properties for modern browsers
for(var i = 0; i < vendors.length; i++) {
for(var p in css_props) {
if(css_props.hasOwnProperty(p)) {
prop = p;
// vender prefix at the property
if(vendors[i]) {
prop = vendors[i] + prop.substring(0, 1).toUpperCase() + prop.substring(1);
}
// set the style
element.style[prop] = css_props[p];
}
}
}
// also the disable onselectstart
if(css_props.userSelect == 'none') {
element.onselectstart = function() {
return false;
};
}
}
};
ionic.Gestures.detection = {
// contains all registred ionic.Gestures.gestures in the correct order
gestures: [],
// data of the current ionic.Gestures.gesture detection session
current: null,
// the previous ionic.Gestures.gesture session data
// is a full clone of the previous gesture.current object
previous: null,
// when this becomes true, no gestures are fired
stopped: false,
/**
* start ionic.Gestures.gesture detection
* @param {ionic.Gestures.Instance} inst
* @param {Object} eventData
*/
startDetect: function startDetect(inst, eventData) {
// already busy with a ionic.Gestures.gesture detection on an element
if(this.current) {
return;
}
this.stopped = false;
this.current = {
inst : inst, // reference to ionic.GesturesInstance we're working for
startEvent : ionic.Gestures.utils.extend({}, eventData), // start eventData for distances, timing etc
lastEvent : false, // last eventData
name : '' // current gesture we're in/detected, can be 'tap', 'hold' etc
};
this.detect(eventData);
},
/**
* ionic.Gestures.gesture detection
* @param {Object} eventData
*/
detect: function detect(eventData) {
if(!this.current || this.stopped) {
return;
}
// extend event data with calculations about scale, distance etc
eventData = this.extendEventData(eventData);
// instance options
var inst_options = this.current.inst.options;
// call ionic.Gestures.gesture handlers
for(var g=0,len=this.gestures.length; g<len; g++) {
var gesture = this.gestures[g];
// only when the instance options have enabled this gesture
if(!this.stopped && inst_options[gesture.name] !== false) {
// if a handler returns false, we stop with the detection
if(gesture.handler.call(gesture, eventData, this.current.inst) === false) {
this.stopDetect();
break;
}
}
}
// store as previous event event
if(this.current) {
this.current.lastEvent = eventData;
}
// endevent, but not the last touch, so dont stop
if(eventData.eventType == ionic.Gestures.EVENT_END && !eventData.touches.length-1) {
this.stopDetect();
}
return eventData;
},
/**
* clear the ionic.Gestures.gesture vars
* this is called on endDetect, but can also be used when a final ionic.Gestures.gesture has been detected
* to stop other ionic.Gestures.gestures from being fired
*/
stopDetect: function stopDetect() {
// clone current data to the store as the previous gesture
// used for the double tap gesture, since this is an other gesture detect session
this.previous = ionic.Gestures.utils.extend({}, this.current);
// reset the current
this.current = null;
// stopped!
this.stopped = true;
},
/**
* extend eventData for ionic.Gestures.gestures
* @param {Object} ev
* @returns {Object} ev
*/
extendEventData: function extendEventData(ev) {
var startEv = this.current.startEvent;
// if the touches change, set the new touches over the startEvent touches
// this because touchevents don't have all the touches on touchstart, or the
// user must place his fingers at the EXACT same time on the screen, which is not realistic
// but, sometimes it happens that both fingers are touching at the EXACT same time
if(startEv && (ev.touches.length != startEv.touches.length || ev.touches === startEv.touches)) {
// extend 1 level deep to get the touchlist with the touch objects
startEv.touches = [];
for(var i=0,len=ev.touches.length; i<len; i++) {
startEv.touches.push(ionic.Gestures.utils.extend({}, ev.touches[i]));
}
}
var delta_time = ev.timeStamp - startEv.timeStamp,
delta_x = ev.center.pageX - startEv.center.pageX,
delta_y = ev.center.pageY - startEv.center.pageY,
velocity = ionic.Gestures.utils.getVelocity(delta_time, delta_x, delta_y);
ionic.Gestures.utils.extend(ev, {
deltaTime : delta_time,
deltaX : delta_x,
deltaY : delta_y,
velocityX : velocity.x,
velocityY : velocity.y,
distance : ionic.Gestures.utils.getDistance(startEv.center, ev.center),
angle : ionic.Gestures.utils.getAngle(startEv.center, ev.center),
direction : ionic.Gestures.utils.getDirection(startEv.center, ev.center),
scale : ionic.Gestures.utils.getScale(startEv.touches, ev.touches),
rotation : ionic.Gestures.utils.getRotation(startEv.touches, ev.touches),
startEvent : startEv
});
return ev;
},
/**
* register new gesture
* @param {Object} gesture object, see gestures.js for documentation
* @returns {Array} gestures
*/
register: function register(gesture) {
// add an enable gesture options if there is no given
var options = gesture.defaults || {};
if(options[gesture.name] === undefined) {
options[gesture.name] = true;
}
// extend ionic.Gestures default options with the ionic.Gestures.gesture options
ionic.Gestures.utils.extend(ionic.Gestures.defaults, options, true);
// set its index
gesture.index = gesture.index || 1000;
// add ionic.Gestures.gesture to the list
this.gestures.push(gesture);
// sort the list by index
this.gestures.sort(function(a, b) {
if (a.index < b.index) {
return -1;
}
if (a.index > b.index) {
return 1;
}
return 0;
});
return this.gestures;
}
};
ionic.Gestures.gestures = ionic.Gestures.gestures || {};
/**
* Custom gestures
* ==============================
*
* Gesture object
* --------------------
* The object structure of a gesture:
*
* { name: 'mygesture',
* index: 1337,
* defaults: {
* mygesture_option: true
* }
* handler: function(type, ev, inst) {
* // trigger gesture event
* inst.trigger(this.name, ev);
* }
* }
* @param {String} name
* this should be the name of the gesture, lowercase
* it is also being used to disable/enable the gesture per instance config.
*
* @param {Number} [index=1000]
* the index of the gesture, where it is going to be in the stack of gestures detection
* like when you build an gesture that depends on the drag gesture, it is a good
* idea to place it after the index of the drag gesture.
*
* @param {Object} [defaults={}]
* the default settings of the gesture. these are added to the instance settings,
* and can be overruled per instance. you can also add the name of the gesture,
* but this is also added by default (and set to true).
*
* @param {Function} handler
* this handles the gesture detection of your custom gesture and receives the
* following arguments:
*
* @param {Object} eventData
* event data containing the following properties:
* timeStamp {Number} time the event occurred
* target {HTMLElement} target element
* touches {Array} touches (fingers, pointers, mouse) on the screen
* pointerType {String} kind of pointer that was used. matches ionic.Gestures.POINTER_MOUSE|TOUCH
* center {Object} center position of the touches. contains pageX and pageY
* deltaTime {Number} the total time of the touches in the screen
* deltaX {Number} the delta on x axis we haved moved
* deltaY {Number} the delta on y axis we haved moved
* velocityX {Number} the velocity on the x
* velocityY {Number} the velocity on y
* angle {Number} the angle we are moving
* direction {String} the direction we are moving. matches ionic.Gestures.DIRECTION_UP|DOWN|LEFT|RIGHT
* distance {Number} the distance we haved moved
* scale {Number} scaling of the touches, needs 2 touches
* rotation {Number} rotation of the touches, needs 2 touches *
* eventType {String} matches ionic.Gestures.EVENT_START|MOVE|END
* srcEvent {Object} the source event, like TouchStart or MouseDown *
* startEvent {Object} contains the same properties as above,
* but from the first touch. this is used to calculate
* distances, deltaTime, scaling etc
*
* @param {ionic.Gestures.Instance} inst
* the instance we are doing the detection for. you can get the options from
* the inst.options object and trigger the gesture event by calling inst.trigger
*
*
* Handle gestures
* --------------------
* inside the handler you can get/set ionic.Gestures.detectionic.current. This is the current
* detection sessionic. It has the following properties
* @param {String} name
* contains the name of the gesture we have detected. it has not a real function,
* only to check in other gestures if something is detected.
* like in the drag gesture we set it to 'drag' and in the swipe gesture we can
* check if the current gesture is 'drag' by accessing ionic.Gestures.detectionic.current.name
*
* @readonly
* @param {ionic.Gestures.Instance} inst
* the instance we do the detection for
*
* @readonly
* @param {Object} startEvent
* contains the properties of the first gesture detection in this sessionic.
* Used for calculations about timing, distance, etc.
*
* @readonly
* @param {Object} lastEvent
* contains all the properties of the last gesture detect in this sessionic.
*
* after the gesture detection session has been completed (user has released the screen)
* the ionic.Gestures.detectionic.current object is copied into ionic.Gestures.detectionic.previous,
* this is usefull for gestures like doubletap, where you need to know if the
* previous gesture was a tap
*
* options that have been set by the instance can be received by calling inst.options
*
* You can trigger a gesture event by calling inst.trigger("mygesture", event).
* The first param is the name of your gesture, the second the event argument
*
*
* Register gestures
* --------------------
* When an gesture is added to the ionic.Gestures.gestures object, it is auto registered
* at the setup of the first ionic.Gestures instance. You can also call ionic.Gestures.detectionic.register
* manually and pass your gesture object as a param
*
*/
/**
* Hold
* Touch stays at the same place for x time
* @events hold
*/
ionic.Gestures.gestures.Hold = {
name: 'hold',
index: 10,
defaults: {
hold_timeout : 500,
hold_threshold : 1
},
timer: null,
handler: function holdGesture(ev, inst) {
switch(ev.eventType) {
case ionic.Gestures.EVENT_START:
// clear any running timers
clearTimeout(this.timer);
// set the gesture so we can check in the timeout if it still is
ionic.Gestures.detection.current.name = this.name;
// set timer and if after the timeout it still is hold,
// we trigger the hold event
this.timer = setTimeout(function() {
if(ionic.Gestures.detection.current.name == 'hold') {
inst.trigger('hold', ev);
}
}, inst.options.hold_timeout);
break;
// when you move or end we clear the timer
case ionic.Gestures.EVENT_MOVE:
if(ev.distance > inst.options.hold_threshold) {
clearTimeout(this.timer);
}
break;
case ionic.Gestures.EVENT_END:
clearTimeout(this.timer);
break;
}
}
};
/**
* Tap/DoubleTap
* Quick touch at a place or double at the same place
* @events tap, doubletap
*/
ionic.Gestures.gestures.Tap = {
name: 'tap',
index: 100,
defaults: {
tap_max_touchtime : 250,
tap_max_distance : 10,
tap_always : true,
doubletap_distance : 20,
doubletap_interval : 300
},
handler: function tapGesture(ev, inst) {
if(ev.eventType == ionic.Gestures.EVENT_END) {
// previous gesture, for the double tap since these are two different gesture detections
var prev = ionic.Gestures.detection.previous,
did_doubletap = false;
// when the touchtime is higher then the max touch time
// or when the moving distance is too much
if(ev.deltaTime > inst.options.tap_max_touchtime ||
ev.distance > inst.options.tap_max_distance) {
return;
}
// check if double tap
if(prev && prev.name == 'tap' &&
(ev.timeStamp - prev.lastEvent.timeStamp) < inst.options.doubletap_interval &&
ev.distance < inst.options.doubletap_distance) {
inst.trigger('doubletap', ev);
did_doubletap = true;
}
// do a single tap
if(!did_doubletap || inst.options.tap_always) {
ionic.Gestures.detection.current.name = 'tap';
inst.trigger(ionic.Gestures.detection.current.name, ev);
}
}
}
};
/**
* Swipe
* triggers swipe events when the end velocity is above the threshold
* @events swipe, swipeleft, swiperight, swipeup, swipedown
*/
ionic.Gestures.gestures.Swipe = {
name: 'swipe',
index: 40,
defaults: {
// set 0 for unlimited, but this can conflict with transform
swipe_max_touches : 1,
swipe_velocity : 0.7
},
handler: function swipeGesture(ev, inst) {
if(ev.eventType == ionic.Gestures.EVENT_END) {
// max touches
if(inst.options.swipe_max_touches > 0 &&
ev.touches.length > inst.options.swipe_max_touches) {
return;
}
// when the distance we moved is too small we skip this gesture
// or we can be already in dragging
if(ev.velocityX > inst.options.swipe_velocity ||
ev.velocityY > inst.options.swipe_velocity) {
// trigger swipe events
inst.trigger(this.name, ev);
inst.trigger(this.name + ev.direction, ev);
}
}
}
};
/**
* Drag
* Move with x fingers (default 1) around on the page. Blocking the scrolling when
* moving left and right is a good practice. When all the drag events are blocking
* you disable scrolling on that area.
* @events drag, drapleft, dragright, dragup, dragdown
*/
ionic.Gestures.gestures.Drag = {
name: 'drag',
index: 50,
defaults: {
drag_min_distance : 10,
// Set correct_for_drag_min_distance to true to make the starting point of the drag
// be calculated from where the drag was triggered, not from where the touch started.
// Useful to avoid a jerk-starting drag, which can make fine-adjustments
// through dragging difficult, and be visually unappealing.
correct_for_drag_min_distance : true,
// set 0 for unlimited, but this can conflict with transform
drag_max_touches : 1,
// prevent default browser behavior when dragging occurs
// be careful with it, it makes the element a blocking element
// when you are using the drag gesture, it is a good practice to set this true
drag_block_horizontal : true,
drag_block_vertical : true,
// drag_lock_to_axis keeps the drag gesture on the axis that it started on,
// It disallows vertical directions if the initial direction was horizontal, and vice versa.
drag_lock_to_axis : false,
// drag lock only kicks in when distance > drag_lock_min_distance
// This way, locking occurs only when the distance has become large enough to reliably determine the direction
drag_lock_min_distance : 25
},
triggered: false,
handler: function dragGesture(ev, inst) {
// current gesture isnt drag, but dragged is true
// this means an other gesture is busy. now call dragend
if(ionic.Gestures.detection.current.name != this.name && this.triggered) {
inst.trigger(this.name +'end', ev);
this.triggered = false;
return;
}
// max touches
if(inst.options.drag_max_touches > 0 &&
ev.touches.length > inst.options.drag_max_touches) {
return;
}
switch(ev.eventType) {
case ionic.Gestures.EVENT_START:
this.triggered = false;
break;
case ionic.Gestures.EVENT_MOVE:
// when the distance we moved is too small we skip this gesture
// or we can be already in dragging
if(ev.distance < inst.options.drag_min_distance &&
ionic.Gestures.detection.current.name != this.name) {
return;
}
// we are dragging!
if(ionic.Gestures.detection.current.name != this.name) {
ionic.Gestures.detection.current.name = this.name;
if (inst.options.correct_for_drag_min_distance) {
// When a drag is triggered, set the event center to drag_min_distance pixels from the original event center.
// Without this correction, the dragged distance would jumpstart at drag_min_distance pixels instead of at 0.
// It might be useful to save the original start point somewhere
var factor = Math.abs(inst.options.drag_min_distance/ev.distance);
ionic.Gestures.detection.current.startEvent.center.pageX += ev.deltaX * factor;
ionic.Gestures.detection.current.startEvent.center.pageY += ev.deltaY * factor;
// recalculate event data using new start point
ev = ionic.Gestures.detection.extendEventData(ev);
}
}
// lock drag to axis?
if(ionic.Gestures.detection.current.lastEvent.drag_locked_to_axis || (inst.options.drag_lock_to_axis && inst.options.drag_lock_min_distance<=ev.distance)) {
ev.drag_locked_to_axis = true;
}
var last_direction = ionic.Gestures.detection.current.lastEvent.direction;
if(ev.drag_locked_to_axis && last_direction !== ev.direction) {
// keep direction on the axis that the drag gesture started on
if(ionic.Gestures.utils.isVertical(last_direction)) {
ev.direction = (ev.deltaY < 0) ? ionic.Gestures.DIRECTION_UP : ionic.Gestures.DIRECTION_DOWN;
}
else {
ev.direction = (ev.deltaX < 0) ? ionic.Gestures.DIRECTION_LEFT : ionic.Gestures.DIRECTION_RIGHT;
}
}
// first time, trigger dragstart event
if(!this.triggered) {
inst.trigger(this.name +'start', ev);
this.triggered = true;
}
// trigger normal event
inst.trigger(this.name, ev);
// direction event, like dragdown
inst.trigger(this.name + ev.direction, ev);
// block the browser events
if( (inst.options.drag_block_vertical && ionic.Gestures.utils.isVertical(ev.direction)) ||
(inst.options.drag_block_horizontal && !ionic.Gestures.utils.isVertical(ev.direction))) {
ev.preventDefault();
}
break;
case ionic.Gestures.EVENT_END:
// trigger dragend
if(this.triggered) {
inst.trigger(this.name +'end', ev);
}
this.triggered = false;
break;
}
}
};
/**
* Transform
* User want to scale or rotate with 2 fingers
* @events transform, pinch, pinchin, pinchout, rotate
*/
ionic.Gestures.gestures.Transform = {
name: 'transform',
index: 45,
defaults: {
// factor, no scale is 1, zoomin is to 0 and zoomout until higher then 1
transform_min_scale : 0.01,
// rotation in degrees
transform_min_rotation : 1,
// prevent default browser behavior when two touches are on the screen
// but it makes the element a blocking element
// when you are using the transform gesture, it is a good practice to set this true
transform_always_block : false
},
triggered: false,
handler: function transformGesture(ev, inst) {
// current gesture isnt drag, but dragged is true
// this means an other gesture is busy. now call dragend
if(ionic.Gestures.detection.current.name != this.name && this.triggered) {
inst.trigger(this.name +'end', ev);
this.triggered = false;
return;
}
// atleast multitouch
if(ev.touches.length < 2) {
return;
}
// prevent default when two fingers are on the screen
if(inst.options.transform_always_block) {
ev.preventDefault();
}
switch(ev.eventType) {
case ionic.Gestures.EVENT_START:
this.triggered = false;
break;
case ionic.Gestures.EVENT_MOVE:
var scale_threshold = Math.abs(1-ev.scale);
var rotation_threshold = Math.abs(ev.rotation);
// when the distance we moved is too small we skip this gesture
// or we can be already in dragging
if(scale_threshold < inst.options.transform_min_scale &&
rotation_threshold < inst.options.transform_min_rotation) {
return;
}
// we are transforming!
ionic.Gestures.detection.current.name = this.name;
// first time, trigger dragstart event
if(!this.triggered) {
inst.trigger(this.name +'start', ev);
this.triggered = true;
}
inst.trigger(this.name, ev); // basic transform event
// trigger rotate event
if(rotation_threshold > inst.options.transform_min_rotation) {
inst.trigger('rotate', ev);
}
// trigger pinch event
if(scale_threshold > inst.options.transform_min_scale) {
inst.trigger('pinch', ev);
inst.trigger('pinch'+ ((ev.scale < 1) ? 'in' : 'out'), ev);
}
break;
case ionic.Gestures.EVENT_END:
// trigger dragend
if(this.triggered) {
inst.trigger(this.name +'end', ev);
}
this.triggered = false;
break;
}
}
};
/**
* Touch
* Called as first, tells the user has touched the screen
* @events touch
*/
ionic.Gestures.gestures.Touch = {
name: 'touch',
index: -Infinity,
defaults: {
// call preventDefault at touchstart, and makes the element blocking by
// disabling the scrolling of the page, but it improves gestures like
// transforming and dragging.
// be careful with using this, it can be very annoying for users to be stuck
// on the page
prevent_default: false,
// disable mouse events, so only touch (or pen!) input triggers events
prevent_mouseevents: false
},
handler: function touchGesture(ev, inst) {
if(inst.options.prevent_mouseevents && ev.pointerType == ionic.Gestures.POINTER_MOUSE) {
ev.stopDetect();
return;
}
if(inst.options.prevent_default) {
ev.preventDefault();
}
if(ev.eventType == ionic.Gestures.EVENT_START) {
inst.trigger(this.name, ev);
}
}
};
/**
* Release
* Called as last, tells the user has released the screen
* @events release
*/
ionic.Gestures.gestures.Release = {
name: 'release',
index: Infinity,
handler: function releaseGesture(ev, inst) {
if(ev.eventType == ionic.Gestures.EVENT_END) {
inst.trigger(this.name, ev);
}
}
};
})(window.ionic);
;
(function(ionic) {
ionic.Platform = {
detect: function() {
var platforms = [];
this._checkPlatforms(platforms);
for(var i = 0; i < platforms.length; i++) {
document.body.classList.add('platform-' + platforms[i]);
}
},
_checkPlatforms: function(platforms) {
if(this.isCordova()) {
platforms.push('cordova');
}
if(this.isIOS7()) {
platforms.push('ios7');
}
},
// Check if we are running in Cordova, which will have
// window.device available.
isCordova: function() {
return (window.cordova || window.PhoneGap || window.phonegap);
//&& /^file:\/{3}[^\/]/i.test(window.location.href)
//&& /ios|iphone|ipod|ipad|android/i.test(navigator.userAgent);
},
isIOS7: function() {
if(!window.device) {
return false;
}
return parseFloat(window.device.version) >= 7.0;
}
}
ionic.Platform.detect();
})(window.ionic);
;
(function(window, document, ionic) {
// polyfill use to simulate native "tap"
function inputTapPolyfill(ele, e) {
if(ele.type === "radio" || ele.type === "checkbox") {
ele.checked = !ele.checked;
} else if(ele.type === "submit" || ele.type === "button") {
ele.click();
} else {
ele.focus();
}
e.stopPropagation();
e.preventDefault();
return false;
}
function tapPolyfill(e) {
// if the source event wasn't from a touch event then don't use this polyfill
if(!e.gesture || e.gesture.pointerType !== "touch" || !e.gesture.srcEvent) return;
var
e = e.gesture.srcEvent, // evaluate the actual source event, not the created event by gestures.js
ele = e.target;
while(ele) {
if( ele.tagName === "INPUT" || ele.tagName === "TEXTAREA" || ele.tagName === "SELECT" ) {
return inputTapPolyfill(ele, e);
} else if( ele.tagName === "LABEL" ) {
if(ele.control) {
return inputTapPolyfill(ele.control, e);
}
} else if( ele.tagName === "A" || ele.tagName === "BUTTON" ) {
ele.click();
e.stopPropagation();
e.preventDefault();
return false;
}
ele = ele.parentElement;
}
// they didn't tap one of the above elements
// if the currently active element is an input, and they tapped outside
// of the current input, then unset its focus (blur) so the keyboard goes away
var activeElement = document.activeElement;
if(activeElement && (activeElement.tagName === "INPUT" || activeElement.tagName === "TEXTAREA" || activeElement.tagName === "SELECT")) {
activeElement.blur();
e.stopPropagation();
e.preventDefault();
return false;
}
}
// global tap event listener polyfill for HTML elements that were "tapped" by the user
ionic.on("tap", tapPolyfill, window);
})(this, document, ionic);
;
(function(ionic) {
ionic.Utils = {
/**
* extend method,
* also used for cloning when dest is an empty object
* @param {Object} dest
* @param {Object} src
* @parm {Boolean} merge do a merge
* @returns {Object} dest
*/
extend: function extend(dest, src, merge) {
for (var key in src) {
if(dest[key] !== undefined && merge) {
continue;
}
dest[key] = src[key];
}
return dest;
},
}
})(window.ionic);
;
(function(ionic) {
/**
* An ActionSheet is the slide up menu popularized on iOS.
*
* You see it all over iOS apps, where it offers a set of options
* triggered after an action.
*/
ionic.views.ActionSheet = function(opts) {
this.el = opts.el;
};
ionic.views.ActionSheet.prototype = {
show: function() {
// Force a reflow so the animation will actually run
this.el.offsetWidth;
this.el.classList.add('active');
},
hide: function() {
// Force a reflow so the animation will actually run
this.el.offsetWidth;
this.el.classList.remove('active');
}
};
})(ionic);
;
(function(ionic) {
ionic.views.HeaderBar = function(opts) {
this.el = opts.el;
this._titleEl = this.el.querySelector('.title');
};
ionic.views.HeaderBar.prototype = {
resizeTitle: function() {
var e, j, i,
title,
titleWidth,
children = this.el.children;
for(i = 0, j = children.length; i < j; i++) {
e = children[i];
if(/h\d/.test(e.nodeName.toLowerCase())) {
title = e;
}
}
titleWidth = title.offsetWidth;
}
};
})(ionic);
;
(function(ionic) {
/**
* The ListView handles a list of items. It will process drag animations, edit mode,
* and other operations that are common on mobile lists or table views.
*/
ionic.views.List = function(opts) {
var _this = this;
this.el = opts.el;
// The amount of dragging required to start sliding the element over (in pixels)
this.dragThresholdX = opts.dragThresholdX || 10;
// Start the drag states
this._initDrag();
// Listen for drag and release events
window.ionic.onGesture('drag', function(e) {
_this._handleDrag(e);
}, this.el);
window.ionic.onGesture('release', function(e) {
_this._handleEndDrag(e);
}, this.el);
};
ionic.views.List.prototype = {
_initDrag: function() {
this._isDragging = false;
this._currentDrag = null;
},
_startDrag: function(e) {
this._isDragging = false;
// Grab the content item
if(e.target.classList.contains('list-item')) {
content = e.target.querySelector('.list-item-content');
} else if(e.target.classList.contains('list-item-content')) {
content = e.target;
}
// If we don't have a content area as one of our children (or ourselves), skip
if(!content) {
return;
}
// Make sure we aren't animating as we slide
content.classList.remove('list-item-sliding');
// Grab the starting X point for the item (for example, so we can tell whether it is open or closed to start)
var offsetX = parseFloat(content.style.webkitTransform.replace('translate3d(', '').split(',')[0]) || 0;
// Grab the buttons
buttons = content.parentNode.querySelector('.list-item-buttons');
if(!buttons) {
return;
}
buttonsWidth = buttons.offsetWidth;
this._currentDrag = {
buttonsWidth: buttonsWidth,
content: content,
startOffsetX: offsetX
};
},
_handleEndDrag: function(e) {
var _this = this;
if(!this._currentDrag) {
this._initDrag();
return;
}
// If we are currently dragging, we want to snap back into place
// The final resting point X will be the width of the exposed buttons
var restingPoint = -this._currentDrag.buttonsWidth;
// Check if the drag didn't clear the buttons mid-point
// and we aren't moving fast enough to swipe open
if(e.gesture.deltaX > -(this._currentDrag.buttonsWidth/2)) {
// If we are going left but too slow, or going right, go back to resting
if(e.gesture.direction == "left" && Math.abs(e.gesture.velocityX) < 0.3) {
restingPoint = 0;
} else if(e.gesture.direction == "right") {
restingPoint = 0;
}
}
var content = this._currentDrag.content;
var onRestingAnimationEnd = function(e) {
if(e.propertyName == '-webkit-transform') {
content.classList.remove('list-item-sliding');
}
e.target.removeEventListener('webkitTransitionEnd', onRestingAnimationEnd);
}
window.requestAnimationFrame(function() {
var currentX = parseFloat(_this._currentDrag.content.style.webkitTransform.replace('translate3d(', '').split(',')[0]) || 0;
if(currentX !== restingPoint) {
_this._currentDrag.content.classList.add('list-item-sliding');
_this._currentDrag.content.addEventListener('webkitTransitionEnd', onRestingAnimationEnd);
}
_this._currentDrag.content.style.webkitTransform = 'translate3d(' + restingPoint + 'px, 0, 0)';
_this._initDrag();
});
},
/**
* Process the drag event to move the item to the left or right.
*/
_handleDrag: function(e) {
var _this = this, content, buttons;
window.requestAnimationFrame(function() {
if(!_this._currentDrag) {
_this._startDrag(e);
}
// Check if we should start dragging. Check if we've dragged past the threshold,
// or we are starting from the open state.
if(!_this._isDragging &&
((Math.abs(e.gesture.deltaX) > _this.dragThresholdX) ||
(Math.abs(_this._currentDrag.startOffsetX) > 0)))
{
_this._isDragging = true;
}
if(_this._isDragging) {
// Grab the new X point, capping it at zero
var newX = Math.min(0, _this._currentDrag.startOffsetX + e.gesture.deltaX);
// If the new X position is past the buttons, we need to slow down the drag (rubber band style)
if(newX < -buttonsWidth) {
// Calculate the new X position, capped at the top of the buttons
newX = Math.min(-buttonsWidth, -buttonsWidth + (((e.gesture.deltaX + buttonsWidth) * 0.4)));
}
console.log(newX);
_this._currentDrag.content.style.webkitTransform = 'translate3d(' + newX + 'px, 0, 0)';
}
});
},
_handleSwipeLeft: function(e) {
window.requestAnimationFrame(function() {
var item = e.target,
cl = item.classList,
content, buttons, buttonsWidth;
if(!content) {
return;
}
// Grab the buttons
buttons = content.parentNode.querySelector('.list-item-buttons');
if(buttons) {
buttonsWidth = buttons.offsetWidth;
// Slide the content over left by the button width
content.style.left = -buttonsWidth + 'px';
}
});
},
_handleSwipeRight: function(e) {
window.requestAnimationFrame(function() {
var item = e.target,
cl = item.classList,
content;
if(cl.contains('list-item')) {
content = item.querySelector('.list-item-content');
} else if(cl.contains('list-item-content')) {
content = item;
}
// This item didn't have content
if(!content) {
return;
}
content.style.left = 0;
});
},
};
})(ionic);
;
(function(ionic) {
ionic.views.Modal = function(opts) {
this.el = opts.el;
};
ionic.views.Modal.prototype = {
show: function() {
this.el.classList.add('active');
},
hide: function() {
this.el.classList.remove('active');
}
};
})(ionic);
;
(function(ionic) {
ionic.views.NavBar = function(opts) {
this.el = opts.el;
this._titleEl = this.el.querySelector('.title');
if(opts.hidden) {
this.hide();
}
};
ionic.views.NavBar.prototype = {
hide: function() {
this.el.classList.add('hidden');
},
show: function() {
this.el.classList.remove('hidden');
},
shouldGoBack: function() {},
setTitle: function(title) {
if(!this._titleEl) {
return;
}
this._titleEl.innerHTML = title;
},
showBackButton: function(shouldShow) {
var _this = this;
if(!this._currentBackButton) {
var back = document.createElement('a');
back.className = 'button back';
back.innerHTML = 'Back';
this._currentBackButton = back;
this._currentBackButton.onclick = function(event) {
_this.shouldGoBack && _this.shouldGoBack();
}
}
if(shouldShow && !this._currentBackButton.parentNode) {
// Prepend the back button
this.el.insertBefore(this._currentBackButton, this.el.firstChild);
} else if(!shouldShow && this._currentBackButton.parentNode) {
// Remove the back button if it's there
this._currentBackButton.parentNode.removeChild(this._currentBackButton);
}
}
};
})(ionic);
;
(function(ionic) {
ionic.views.SideMenu = function(opts) {
this.el = opts.el;
this.width = opts.width;
this.isEnabled = opts.isEnabled || true;
};
ionic.views.SideMenu.prototype = {
getFullWidth: function() {
return this.width;
},
setIsEnabled: function(isEnabled) {
this.isEnabled = isEnabled;
},
bringUp: function() {
this.el.style.zIndex = 0;
},
pushDown: function() {
this.el.style.zIndex = -1;
}
};
})(ionic);
;
(function(ionic) {
ionic.views.TabBarItem = function(el) {
this.el = el;
this._buildItem();
};
ionic.views.TabBarItem.prototype = {
// Factory for creating an item from a given javascript object
create: function(itemData) {
var item = document.createElement('a');
item.className = 'tab-item';
// If there is an icon, add the icon element
if(itemData.icon) {
var icon = document.createElement('i');
icon.className = itemData.icon;
item.appendChild(icon);
}
item.appendChild(document.createTextNode(itemData.title));
return new ionic.views.TabBarItem(item);
},
_buildItem: function() {
var _this = this, child, children = Array.prototype.slice.call(this.el.children);
for(var i = 0, j = children.length; i < j; i++) {
child = children[i];
// Test if this is a "i" tag with icon in the class name
// TODO: This heuristic might not be sufficient
if(child.tagName.toLowerCase() == 'i' && /icon/.test(child.className)) {
this.icon = child.className;
break;
}
}
// Set the title to the text content of the tab.
this.title = this.el.innerText.trim();
this._tapHandler = function(e) {
_this.onTap && _this.onTap(e);
};
ionic.on('tap', this._tapHandler, this.el);
},
onTap: function(e) {
console.log('On tap');
},
// Remove the event listeners from this object
destroy: function() {
ionic.off('tap', this._tapHandler, this.el);
},
getIcon: function() {
return this.icon;
},
getTitle: function() {
return this.title;
},
setSelected: function(isSelected) {
this.isSelected = isSelected;
if(isSelected) {
this.el.classList.add('active');
} else {
this.el.classList.remove('active');
}
}
};
ionic.views.TabBar = function(opts) {
this.el = opts.el;
this.items = [];
this._buildItems();
};
ionic.views.TabBar.prototype = {
// get all the items for the TabBar
getItems: function() {
return this.items;
},
// Add an item to the tab bar
addItem: function(item) {
// Create a new TabItem
var tabItem = ionic.views.TabBarItem.prototype.create(item);
this.appendItemElement(tabItem);
this.items.push(tabItem);
this._bindEventsOnItem(tabItem);
},
appendItemElement: function(item) {
if(!this.el) {
return;
}
this.el.appendChild(item.el);
},
// Remove an item from the tab bar
removeItem: function(index) {
var item = this.items[index];
if(!item) {
return;
}
item.onTap = undefined;
item.destroy();
},
_bindEventsOnItem: function(item) {
var _this = this;
if(!this._itemTapHandler) {
this._itemTapHandler = function(e) {
//_this.selectItem(this);
_this.trySelectItem(this);
};
}
item.onTap = this._itemTapHandler;
},
// Get the currently selected item
getSelectedItem: function() {
return this.selectedItem;
},
// Set the currently selected item by index
setSelectedItem: function(index) {
this.selectedItem = this.items[index];
// Deselect all
for(var i = 0, j = this.items.length; i < j; i += 1) {
this.items[i].setSelected(false);
}
// Select the new item
if(this.selectedItem) {
this.selectedItem.setSelected(true);
//this.onTabSelected && this.onTabSelected(this.selectedItem, index);
}
},
// Select the given item assuming we can find it in our
// item list.
selectItem: function(item) {
for(var i = 0, j = this.items.length; i < j; i += 1) {
if(this.items[i] == item) {
this.setSelectedItem(i);
return;
}
}
},
// Try to select a given item. This triggers an event such
// that the view controller managing this tab bar can decide
// whether to select the item or cancel it.
trySelectItem: function(item) {
for(var i = 0, j = this.items.length; i < j; i += 1) {
if(this.items[i] == item) {
this.tryTabSelect && this.tryTabSelect(i);
return;
}
}
},
// Build the initial items list from the given DOM node.
_buildItems: function() {
var item, items = Array.prototype.slice.call(this.el.children);
for(var i = 0, j = items.length; i < j; i += 1) {
item = new ionic.views.TabBarItem(items[i]);
this.items[i] = item;
this._bindEventsOnItem(item);
}
if(this.items.length > 0) {
this.selectedItem = this.items[0];
}
},
// Destroy this tab bar
destroy: function() {
for(var i = 0, j = this.items.length; i < j; i += 1) {
this.items[i].destroy();
}
this.items.length = 0;
}
};
})(window.ionic);
;
(function(ionic) {
ionic.views.Toggle = function(opts) {
this.el = opts.el;
this.checkbox = opts.checkbox;
this.track = opts.track;
this.handle = opts.handle;
this.openPercent = -1;
// remember that this element, and all its children are apart of a component
// and assign the component instance to each element so the lookups
// only has to go through this process just once
this.el.isComponent = true;
this.track.component = this;
this.track.isComponent = true;
this.handle.component = this;
this.handle.isComponent = true;
};
ionic.views.Toggle.prototype = {
tap: function(e) {
this.val( !this.checkbox.checked );
},
drag: function(e) {
var slidePageLeft = this.track.offsetLeft + (this.handle.offsetWidth / 2);
var slidePageRight = this.track.offsetLeft + this.track.offsetWidth - (this.handle.offsetWidth / 2);
if(e.pageX >= slidePageRight - 4) {
this.val(true);
} else if(e.pageX <= slidePageLeft) {
this.val(false);
} else {
this.setOpenPercent( Math.round( (1 - ((slidePageRight - e.pageX) / (slidePageRight - slidePageLeft) )) * 100) );
}
},
setOpenPercent: function(openPercent) {
// only make a change if the new open percent has changed
if(this.openPercent < 0 || (openPercent < (this.openPercent - 3) || openPercent > (this.openPercent + 3) ) ) {
this.openPercent = openPercent;
if(openPercent === 0) {
this.val(false);
} else if(openPercent === 100) {
this.val(true);
} else {
var openPixel = Math.round( (openPercent / 100) * this.track.offsetWidth - (this.handle.offsetWidth) );
openPixel = (openPixel < 1 ? 0 : openPixel);
this.handle.style.webkitTransform = 'translate3d(' + openPixel + 'px,0,0)';
}
}
},
release: function(e) {
this.val( this.openPercent >= 50 );
},
val: function(value) {
if(value === true || value === false) {
if(this.handle.style.webkitTransform !== "") {
this.handle.style.webkitTransform = "";
}
this.checkbox.checked = value;
this.openPercent = (value ? 100 : 0);
}
return this.checkbox.checked;
}
};
})(ionic);
;
(function(ionic) {
/**
* The NavController makes it easy to have a stack
* of views or screens that can be pushed and popped
* for a dynamic navigation flow. This API is modelled
* off of the UINavigationController in iOS.
*
* The NavController can drive a nav bar to show a back button
* if the stack can be poppped to go back to the last view, and
* it will handle updating the title of the nav bar and processing animations.
*/
ionic.controllers.NavController = function(opts) {
var _this = this;
this.navBar = opts.navBar;
this.content = opts.content;
this.controllers = opts.controllers || [];
this._updateNavBar();
// TODO: Is this the best way?
this.navBar.shouldGoBack = function() {
_this.pop();
}
};
ionic.controllers.NavController.prototype = {
/**
* @return {array} the array of controllers on the stack.
*/
getControllers: function() {
return this.controllers;
},
/**
* @return {object} the controller at the top of the stack.
*/
getTopController: function() {
return this.controllers[this.controllers.length-1];
},
/**
* Push a new controller onto the navigation stack. The new controller
* will automatically become the new visible view.
*
* @param {object} controller the controller to push on the stack.
*/
push: function(controller) {
var last = this.controllers[this.controllers.length - 1];
this.controllers.push(controller);
// Indicate we are switching controllers
var shouldSwitch = this.switchingController && this.switchingController(controller) || true;
// Return if navigation cancelled
if(shouldSwitch === false)
return;
// Actually switch the active controllers
// Remove the old one
//last && last.detach();
if(last) {
last.isVisible = false;
last.visibilityChanged && last.visibilityChanged();
}
// Grab the top controller on the stack
var next = this.controllers[this.controllers.length - 1];
// TODO: No DOM stuff here
//this.content.el.appendChild(next.el);
next.isVisible = true;
next.visibilityChanged && next.visibilityChanged();
this._updateNavBar();
return controller;
},
/**
* Pop the top controller off the stack, and show the last one. This is the
* "back" operation.
*
* @return {object} the last popped controller
*/
pop: function() {
var next, last;
// Make sure we keep one on the stack at all times
if(this.controllers.length < 2) {
return;
}
// Grab the controller behind the top one on the stack
last = this.controllers.pop();
if(last) {
last.isVisible = false;
last.visibilityChanged && last.visibilityChanged();
}
// Remove the old one
//last && last.detach();
next = this.controllers[this.controllers.length - 1];
// TODO: No DOM stuff here
//this.content.el.appendChild(next.el);
next.isVisible = true;
next.visibilityChanged && next.visibilityChanged();
// Switch to it (TODO: Animate or such things here)
this._updateNavBar();
return last;
},
/**
* Show the NavBar (if any)
*/
showNavBar: function() {
if(this.navBar) {
this.navBar.show();
}
},
/**
* Hide the NavBar (if any)
*/
hideNavBar: function() {
if(this.navBar) {
this.navBar.hide();
}
},
// Update the nav bar after a push or pop
_updateNavBar: function() {
if(!this.getTopController() || !this.navBar) {
return;
}
this.navBar.setTitle(this.getTopController().title);
if(this.controllers.length > 1) {
this.navBar.showBackButton(true);
} else {
this.navBar.showBackButton(false);
}
}
};
})(window.ionic);
;
/**
* Adapted from Backbone.js
*/
(function(ionic) {
var optionalParam = /\((.*?)\)/g;
var namedParam = /(\(\?)?:\w+/g;
var splatParam = /\*\w+/g;
var escapeRegExp = /[\-{}\[\]+?.,\\\^$|#\s]/g;
// Cached regex for stripping a leading hash/slash and trailing space.
var routeStripper = /^[#\/]|\s+$/g;
// Cached regex for stripping leading and trailing slashes.
var rootStripper = /^\/+|\/+$/g;
// Cached regex for removing a trailing slash.
var trailingSlash = /\/$/;
RouteViewController = function(options) {
this.options = options;
this.root = this.options.root || '/';
this.root = ('/' + this.root + '/').replace(rootStripper, '/');
this.handlers = [];
this._bindEvents();
this.location = window.location;
this.history = window.history;
};
RouteViewController.prototype = {
when: function(route, callback) {
var _this = this;
route = this._routeToRegExp(route);
this.handlers.unshift({
route: route,
callback: function(fragment) {
var args = _this._extractParameters(route, fragment);
callback && callback.apply(_this, args);
}
});
},
// Convert a route string into a regular expression, suitable for matching
// against the current location hash.
_routeToRegExp: function(route) {
route = route.replace(escapeRegExp, '\\$&')
.replace(optionalParam, '(?:$1)?')
.replace(namedParam, function(match, optional){
return optional ? match : '([^\/]+)';
})
.replace(splatParam, '(.*?)');
return new RegExp('^' + route + '$');
},
// Given a route, and a URL fragment that it matches, return the array of
// extracted decoded parameters. Empty or unmatched parameters will be
// treated as `null` to normalize cross-browser behavior.
_extractParameters: function(route, fragment) {
var params = route.exec(fragment).slice(1);
var extracted = [];
for(var i = 0; i < params.length; i++) {
if(param) {
extracted.push(decodeURIComponent(param));
}
}
},
_bindEvents: function() {
var _this = this;
window.addEventListener('popstate', function(event) {
_this.checkUrl(event);
});
},
checkUrl: function(e) {
var current = this.getFragment();
if (current === this.fragment) return false;
this.loadUrl() || this.loadUrl(this.getHash());
},
getFragment: function(fragment, forcePushState) {
if (fragment == null) {
fragment = this.location.pathname;
var root = this.root.replace(this.trailingSlash, '');
if (!fragment.indexOf(root)) fragment = fragment.substr(root.length);
}
return fragment.replace(routeStripper, '');
},
getHash: function(window) {
var match = (window || this).location.href.match(/#(.*)$/);
return match ? match[1] : '';
},
// Attempt to load the current URL fragment. If a route succeeds with a
// match, returns `true`. If no defined routes matches the fragment,
// returns `false`.
loadUrl: function(fragmentOverride) {
var fragment = this.fragment = this.getFragment(fragmentOverride);
var matched = false;
for(var i = 0; i < this.handlers.length; i++) {
var h = this.handlers[i];
if (h.route.test(fragment)) {
h.callback(fragment);
matched = true;
}
}
return matched;
},
};
})(window.ionic);
;
(function(ionic) {
/**
* The SideMenuController is a controller with a left and/or right menu that
* can be slid out and toggled. Seen on many an app.
*
* The right or left menu can be disabled or not used at all, if desired.
*/
ionic.controllers.SideMenuController = function(options) {
var self = this;
this.left = options.left;
this.right = options.right;
this.content = options.content;
this.dragThresholdX = options.dragThresholdX || 10;
this._rightShowing = false;
this._leftShowing = false;
this._isDragging = false;
if(this.content) {
this.content.onDrag = function(e) {
self._handleDrag(e);
};
this.content.endDrag = function(e) {
self._endDrag(e);
};
}
};
ionic.controllers.SideMenuController.prototype = {
/**
* Set the content view controller if not passed in the constructor options.
*
* @param {object} content
*/
setContent: function(content) {
var self = this;
this.content = content;
this.content.onDrag = function(e) {
self._handleDrag(e);
};
this.content.endDrag = function(e) {
self._endDrag(e);
};
},
/**
* Toggle the left menu to open 100%
*/
toggleLeft: function() {
var openAmount = this.getOpenAmount();
if(openAmount > 0) {
this.openPercentage(0);
} else {
this.openPercentage(100);
}
},
/**
* Toggle the right menu to open 100%
*/
toggleRight: function() {
var openAmount = this.getOpenAmount();
if(openAmount < 0) {
this.openPercentage(0);
} else {
this.openPercentage(-100);
}
},
/**
* Close all menus.
*/
close: function() {
this.openPercentage(0);
},
/**
* @return {float} The amount the side menu is open, either positive or negative for left (positive), or right (negative)
*/
getOpenAmount: function() {
return this.content.getTranslateX() || 0;
},
/**
* @return {float} The ratio of open amount over menu width. For example, a
* menu of width 100 open 50 pixels would be open 50% or a ratio of 0.5. Value is negative
* for right menu.
*/
getOpenRatio: function() {
var amount = this.getOpenAmount();
if(amount >= 0) {
return amount / this.left.width;
}
return amount / this.right.width;
},
/**
* @return {float} The percentage of open amount over menu width. For example, a
* menu of width 100 open 50 pixels would be open 50%. Value is negative
* for right menu.
*/
getOpenPercentage: function() {
return this.getOpenRatio() * 100;
},
/**
* Open the menu with a given percentage amount.
* @param {float} percentage The percentage (positive or negative for left/right) to open the menu.
*/
openPercentage: function(percentage) {
var p = percentage / 100;
var maxLeft = this.left.width;
var maxRight = this.right.width;
if(percentage >= 0) {
this.openAmount(maxLeft * p);
} else {
this.openAmount(maxRight * p);
}
},
/**
* Open the menu the given pixel amount.
* @param {float} amount the pixel amount to open the menu. Positive value for left menu,
* negative value for right menu (only one menu will be visible at a time).
*/
openAmount: function(amount) {
var maxLeft = this.left.width;
var maxRight = this.right.width;
// Check if we can move to that side, depending if the left/right panel is enabled
if((!this.left.isEnabled && amount > 0) || (!this.right.isEnabled && amount < 0)) {
return;
}
if((this._leftShowing && amount > maxLeft) || (this._rightShowing && amount < -maxRight)) {
return;
}
this.content.setTranslateX(amount);
if(amount >= 0) {
this._leftShowing = true;
this._rightShowing = false;
// Push the z-index of the right menu down
this.right.pushDown();
// Bring the z-index of the left menu up
this.left.bringUp();
} else {
this._rightShowing = true;
this._leftShowing = false;
// Bring the z-index of the right menu up
this.right.bringUp();
// Push the z-index of the left menu down
this.left.pushDown();
}
},
/**
* Given an event object, find the final resting position of this side
* menu. For example, if the user "throws" the content to the right and
* releases the touch, the left menu should snap open (animated, of course).
*
* @param {Event} e the gesture event to use for snapping
*/
snapToRest: function(e) {
// We want to animate at the end of this
this.content.enableAnimation();
this._isDragging = false;
// Check how much the panel is open after the drag, and
// what the drag velocity is
var ratio = this.getOpenRatio();
if(ratio == 0)
return;
var velocityThreshold = 0.3;
var velocityX = e.gesture.velocityX
var direction = e.gesture.direction;
// Less than half, going left
//if(ratio > 0 && ratio < 0.5 && direction == 'left' && velocityX < velocityThreshold) {
//this.openPercentage(0);
//}
// Going right, less than half, too slow (snap back)
if(ratio > 0 && ratio < 0.5 && direction == 'right' && velocityX < velocityThreshold) {
this.openPercentage(0);
}
// Going left, more than half, too slow (snap back)
else if(ratio > 0.5 && direction == 'left' && velocityX < velocityThreshold) {
this.openPercentage(100);
}
// Going left, less than half, too slow (snap back)
else if(ratio < 0 && ratio > -0.5 && direction == 'left' && velocityX < velocityThreshold) {
this.openPercentage(0);
}
// Going right, more than half, too slow (snap back)
else if(ratio < 0.5 && direction == 'right' && velocityX < velocityThreshold) {
this.openPercentage(-100);
}
// Going right, more than half, or quickly (snap open)
else if(direction == 'right' && ratio >= 0 && (ratio >= 0.5 || velocityX > velocityThreshold)) {
this.openPercentage(100);
}
// Going left, more than half, or quickly (span open)
else if(direction == 'left' && ratio <= 0 && (ratio <= -0.5 || velocityX > velocityThreshold)) {
this.openPercentage(-100);
}
// Snap back for safety
else {
this.openPercentage(0);
}
},
// End a drag with the given event
_endDrag: function(e) {
this.snapToRest(e);
this._startX = null;
this._lastX = null;
this._offsetX = null;
},
// Handle a drag event
_handleDrag: function(e) {
// If we don't have start coords, grab and store them
if(!this._startX) {
this._startX = e.gesture.touches[0].pageX;
this._lastX = this._startX;
} else {
// Grab the current tap coords
this._lastX = e.gesture.touches[0].pageX;
}
// Calculate difference from the tap points
if(!this._isDragging && Math.abs(this._lastX - this._startX) > this.dragThresholdX) {
// if the difference is greater than threshold, start dragging using the current
// point as the starting point
this._startX = this._lastX
this._isDragging = true;
// Initialize dragging
this.content.disableAnimation();
this._offsetX = this.getOpenAmount();
}
if(this._isDragging) {
this.openAmount(this._offsetX + (this._lastX - this._startX));
}
}
};
})(ionic);
;
(function(ionic) {
ionic.controllers.TabBarController = function(options) {
this.tabBar = options.tabBar;
this._bindEvents();
this.controllers = [];
var controllers = options.controllers || [];
for(var i = 0; i < controllers.length; i++) {
this.addController(controllers[i]);
}
// Bind or set our tabWillChange callback
this.controllerWillChange = options.controllerWillChange || function(controller) {};
this.controllerChanged = options.controllerChanged || function(controller) {};
this.setSelectedController(0);
};
ionic.controllers.TabBarController.prototype = {
// Start listening for events on our tab bar
_bindEvents: function() {
var _this = this;
this.tabBar.tryTabSelect = function(index) {
_this.setSelectedController(index);
};
},
selectController: function(index) {
var shouldChange = true;
// Check if we should switch to this tab. This lets the app
// cancel tab switches if the context isn't right, for example.
if(this.controllerWillChange) {
if(this.controllerWillChange(this.controllers[index], index) === false) {
shouldChange = false;
}
}
if(shouldChange) {
this.setSelectedController(index);
this.controllerChanged && this.controllerChanged(this.selectedController, this.selectedIndex);
}
},
// Force the selection of a controller at the given index
setSelectedController: function(index) {
if(index >= this.controllers.length) {
return;
}
this.selectedController = this.controllers[index];
this.selectedIndex = index;
this._showController(index);
this.tabBar.setSelectedItem(index);
},
_showController: function(index) {
var c;
for(var i = 0, j = this.controllers.length; i < j; i ++) {
c = this.controllers[i];
//c.detach && c.detach();
c.isVisible = false;
c.visibilityChanged && c.visibilityChanged();
}
c = this.controllers[index];
//c.attach && c.attach();
c.isVisible = true;
c.visibilityChanged && c.visibilityChanged();
},
_clearSelected: function() {
this.selectedController = null;
this.selectedIndex = -1;
},
// Return the tab at the given index
getController: function(index) {
return this.controllers[index];
},
// Return the current tab list
getControllers: function() {
return this.controllers;
},
// Get the currently selected tab
getSelectedController: function() {
return this.selectedController;
},
// Add a tab
addController: function(controller) {
this.controllers.push(controller);
this.tabBar.addItem({
title: controller.title,
icon: controller.icon
});
// If we don't have a selected controller yet, select the first one.
if(!this.selectedController) {
this.setSelectedController(0);
}
},
// Set the tabs and select the first
setControllers: function(controllers) {
this.controllers = controllers;
this._clearSelected();
this.selectController(0);
},
}
})(window.ionic);
;
(function(ionic) {
ionic.ViewController = function(options) {
this.init();
};
ionic.ViewController.prototype = {
// Initialize this view controller
init: function() {
},
// Destroy this view controller, including all child views
destroy: function() {
}
};
})(window.ionic);